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Item

Siege Module II

Siege Module · Module · Siege Modules

Market prices for Siege Module IIBuild it: materials and costEverything in Siege Module

Volume
4,000 m³
unpacked
Packaged
1,000 m³
cargo space per unit
Mass
1 kg
affects agility and warp
Radius
1 m
hull size in space
Portion size
1
units per reprocessing batch
Type ID
4292
as used by ESI

What the game says about it

An electronic interface designed to augment and enhance a dreadnought's siege warfare abilities. Through a series of electromagnetic polarity field shifts, the siege module diverts energy from the ship's propulsion and warp systems to lend additional power to its offensive and defensive capabilities. This results in a tremendous increase in damage, as well as a greatly increased rate of defensive self-sustenance. Defensive benefits include improved self-repair and shield boosting effectiveness, as well as increased resistance to most forms of electronic warfare. As a side effect of the ionic field created by the siege module, beneficial remote repair and capacitor transfer effects are ineffective against the fitted ship while the module is active. In addition, the lack of power to locomotion systems means that neither standard propulsion nor warp travel are available to the ship nor are you allowed to dock until out of siege mode. Notes: - A siege module requires Strontium clathrates to run and operate effectively. - Bonuses to the Shield Booster amount and duration are only applied to Capital sized boosters. - Bonuses to the Armor Repairer amount and duration are only applied to Capital sized repairers. - Only one siege module can be fitted to a dreadnought class ship. The increased shield boosting and armor repairing gained from the Siege Module is subject to a stacking penalty when used with other similar modules that affect the same attribute on the ship.

Attributes

The same numbers the game shows in Show Info.

Fitting

Structure

  • Structure Hitpoints999,999 HP

EW - Resistance

  • ECM Resistance100%

Miscellaneous

  • Activation time / duration300 s
  • Consumption Quantity250 units
  • Consumption TypeStrontium Clathrates
  • Disallow Activation In Warpyes
  • Disallow Dockingyes
  • Disallow Tetheringyes
  • Meta Level5
  • Tech Level2

Bonuses

  • Armor Repairer / Shield Booster Amount Bonus100%
  • Armor Repairer / Shield Booster Duration Bonus-50%
  • Mass multiplier10 x
  • Rapid Torpedo Launcher Bonus-80%
  • Siege Missile Damage Bonus200%
  • Torpedo Velocity Bonus150%
  • Turret Damage Bonus840%
  • Weapon Disruption Resistance Bonus-70%
  • XL Launcher ROF Bonus-80%

Other

  • Max Modules Of This Group Allowed1

Skills needed to use it

Every skill with the skills it needs in turn - train from the bottom up.

4 skills in total · 3,675,925 skill points from scratch

Variations

The whole Siege Module II family, as the game's Variations tab lists it - by tier and meta level.

Tech I 1

Tech II 1

  • Siege Module IIMeta level 5

Officer 1

What Siege Module II is built from

Manufacturing from Siege Module II Blueprint. Price the whole chain

Siege Module II in EVE Online

This page is the dictionary entry: what the item is, what it weighs, how much room it takes in a hold and - when a blueprint exists - what goes into making one. The numbers come from the game's own data, so they change when CCP patches the game and not before.

Prices are deliberately somewhere else. What something costs is a question about one item in one place at one moment, and its market page answers it properly: best sell, best buy and every order we have stored, region by region.